Accompanying illo to come soon...
Paladin Steel “Allnut” Light FTL Transport(aka ‘Trippie’, ‘Three-Breast’, ‘Steam Whistle’ )
http://i408.photobucket.com/albums/pp164/taalismn/img256.jpg “Give a dozen of these ships to a dozen Belters, and by the end of the year, when you call them back in, ideally with the bait of a cash rebate, you’ll see twelve entirely different ships, with maybe only half of them sporting anything that looks recognizable as standard equipment. Making them modular’s just a challenge to the FringeFolk; they’ll see to it they come up with configurations you couldn’t imagine.”
“You fools! You wasted time and ammunition chasing down a DECOY! Didn’t you pay ANY attention to the updated alien commercial ship recognition guides?! That wasn’t some mud-crawler chem-rocket fitted with a wired-on stardrive! That was an ‘ASI Allnut-class light transport’! That wasn’t them trying to escape in a shuttlecraft hoping you would chase their reaction mass tanks! That was them throwing away half their engines and weapons in hopes you’d THINK they were abandoning crewless fuel tanks and boosters! And YOU FELL FOR IT!!! While you were chasing down a redundant engineering section, they wiggled and waggled and made themselves look like tossed-away garbage, and then they JUMPED to FTL when your back was turned! A Royal Cruiser and you couldn’t catch one third-class powered waste-can of a ship! You’ll be blessed if the Patriarchs just demand that the bridge crew hang themselves, and not order the entire ship’s complement decimated!”
The Allnut-class transport is a light starship very much in the spirit of the Sunchaser. Small, fast, light, and affordable, with a modular design that allows for fast customization and upgrades for a variety of purposes.
Appearance-wise, the Allnut looks like it was lifted from the pages of pre-Rifts Terran aerospace history, specifically design proposals for shuttle orbiter vehicles. The Allnut looks like two shuttle orbiters mated to either side of a central hydrogen-oxygen tank in a dual-launch mode, set upright. In reality, the more advanced Allnut is really one vehicle, the ‘orbiters’ being redundant propulsion sections anchored firmly to the central payload and habitat module. Two additional ‘tanks’ can be added to the sides of the core module to carry additional cargo or living space(see Options)---The Allnut can use the same modular pods as the arguably more classy ‘Sunchaser’. The Allnut is a ‘tail sitter’, landing and launching upright on its six fins. While this takes a bit more training, especially in atmospheric maneuvering, for pilots more accustomed to the more common ‘aerodyne’ arrangement of advanced spacecraft, the ship is remarkably stable.
Though the Allnut is not as aesthetically or technically pleasing as other designs such as the Sunchaser, the Allnut’s built-in redundancy and lower cost makes it popular with smaller operators, asteroid prospectors, and scouts looking for a rugged and capable small starship. Its ability to carry quite heavy armaments pods makes it popular with smaller colonies and aerospace paramilitaries looking to outfit ‘mosquito fleet’ forces.
Type: PS/ASI Allnut
Class: Light Aerospace Transport, FTL-capable
Crew: 6 (however, can be run effectively for short periods/or with extensive automation with a skeleton crew of two)
Main Hull accommodations for 12 passengers(30 under cramped conditions)+ possible Main Pod accommodations
MDC/Armor by Location:
Main Body 2,700
Bridge 800
Engines(2) 700 each
Tail Fins(6) 500 each
Point Defense Turrets(2) 100 each
Weapons Bays(2) 200 each
Hull Modules(2, Optional) Typically 500-900 each
Forcefield(standard)* 900
Variable Forcefield(optional)**1,000 per side (6,000 total)
*Shield Refresh Rate is 5% per melee
**Shield Refresh Rate is 10% per melee
Height: 211 ft
Width: 134 ft wingspan
Length: 134 ft wingspan
Weight: 2,800 tons
Cargo: 180 tons internally
If not fitted with an FTL generator/drive system, the ship can carry an additional 100 tons of cargo in the open engineering space. If not carrying missiles or other weaponry in the ordnance bays, an additional 40 tons can be carried in each bay.
See also Options with regards to pods.
Powerplant: Nuclear Fusion with 50 year energy life
Speed:
(Atmosphere) Hover to Mach 6; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) None standard, but can be fitted with a variety of FTL drive packages. The standard Three Galaxies models are offered with a 3 light year /hour drive system
(Underwater) Not possible
Market Cost: 170 million (Rifts Earth)credits/ 48 million CCW credits* for the basic vehicle
(*PS may actually offer discounts for known Galactic buyers, in an effort to acquire more hard Galactic currency )
Systems of Note:
Standard Starship Systems:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
Maximum Target Resolution: 200,000 miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 250,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.
*Airlocks---The Allnut has three main airlocks/access points; two lateral airlocks through the engine pods, with extending pressurized docking tunnels and universal docking collars, a bottom main access/airlock lift(used when landed), and a large cargo lift in the rear of the central hull. If so desired, the hull pods can fitted with their own docking collars and airlocks.
*Life Pods---Has 2 eight-man life pod modules with emergency first aid gear, emergency beacons, crash kits, water filtration/recycling, and 1 month of life support/rations.
*Detachable Bridge Life Module----In addition to the life pods, the entire bridge module can detach and serve as a lifeboat. It has somewhat more maneuvering thrust capacity than the standard life pods, allowing it to rendezvous with the lifepods and shepherd them together(‘rafting’ them to share resources).
*Aerobrakes---Standard(if unlisted) equipment on most PS atmosphere-capable spacecraft; these deployable air foils and fence panels reduce speed by 10% every hour the spacecraft is skimming atmosphere.
Weapons Systems: None standard, but the two ‘orbiter’ engineering hulls can be fitted with a weapons station where the ‘cockpit’ would be, and additional space where the ‘payload bay’ could be can hold retractable weapons turrets, missile launchers, or sensor systems.
*Heavy Turrets(2)
a) Laser Cannon
Range:(Palladium) 5 miles in atmosphere, 10 miles in space
(Kitsune Values)5 miles in atmosphere, 500 miles in space
Damage: 6d6x10 MD per blast
Rate of Fire: ECHH
Payload: Unlimited
b) Particle Beam Cannon
Range:(Palladium) 4 miles in atmosphere, 8 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 1d4x100 MD per blast
Rate of Fire: ECHH
Payload: Unlimited
c) Ion Cannon
Range: (Palladium) 5 miles in atmosphere, 10 miles in space
(Kitsune Values)5 miles in atmosphere, 500 miles in space
Damage: 2d4x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively Unlimited
d) Plasma Cannon
Range: (Palladium) 2.5 miles in atmosphere, 5 miles in space
(Kitsune Values)2.5 miles in atmosphere, 250 miles in space
Damage: 1d4x100 MD per blast
Rate of Fire: 5 times per melee
Payload: Unlimited
e) Rail Gun
Range:(Palladium) 11,000 ft(2 miles) in atmosphere, 20 miles in space
(Kitsune Values)11,000 ft(2 miles) in atmosphere, 200 miles in space
Damage: 3d4x10 MD per 40 rd burst(can only fire bursts)
Rate of Fire: EPCHH
Payload: 8,000 rds
f) 30mm Autocannons(1x4)
Range: (Palladium) 11,000 ft(2 miles) in atmosphere, 4 miles in space
(Kitsune Values)11,000 ft(2 miles) in atmosphere, 200 miles in space
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single cannon...so a full burst of six rounds each from all four cannons firing simultaneously....12d6x10!
Rate of Fire: EPCHH
Payload: 1,600 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system; +1 strike set on automatic against aerial attack, +2 strike fired by gunner
*Ordnance Bays(2)
a)Mini-Missile Launcher----100 MMs(Volleys of 1-10)
b) Short Range Missile Launcher----48 SRMs(Volleys of 1-12)
c) Medium Range Missile Launcher----24 MRMs(Volleys of 1-6)
d) Long Range Missile Launcher----8 LRMs(Volleys of 1-4)
e) Cruise Missile Launcher---3 (Volleys of 1-3)
f) Space Mines----10
g) Countermeasure Launchers---Three different types of decoys can be deployed:---
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 36
The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 9 swarm packs
The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 6 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.
Auxiliary Craft: None, unless outfitted with hangar modules(see Options)
Options:
*** Pod Modules---The Allnut can carry two modular pods on lateral mounts(2 MUST be mounted, in order to balance the hull); here are a few of the standard pod types available commercially;
*Passenger Pod(Commuter)(typically 550 MDC)----Basic accommodations for 30 people(another 15 can be shoehorned in under emergency conditions, but life support will be reduced to 50%, and conditions will be cramped).
Cost: 200,000 credits
*Passenger Pod(Luxury)(typically 500-800 MDC)----Luxury accommodations for VIPs or a wealthy ship owner. Usually accessorized with additional security features(EM shielding, separate communications suite, independent forcescreening, etc....). Typically houses 1-10 people in close, but high, comfort.
Cost: 200,000 + credits, depending on interior fittings
*Cargo Pod(typically 500 MDC)---Basic cargo pod can hold up to 100 tons.
Special purpose cargo pods outfitted for special cargoes, like high-security pay-vault pods(with their own security systems), shielded radiation containment vessels, exotic environment pods, or cryogenic storage modules, can cost 100-500% more, depending on the modifications.
Cost: 110,000 credits
*Heavy Drive Boosters---These are massive powerful normal-space booster units that work in tandem to punch up the speed of the spacecraft. Two MUST be fitted, taking the place of any other options. Popular with couriers and runners.
Speed: Improve atmospheric and sublight speed by 80%, so sublight speed is now Mach 14.
Cost: 28 million credits
Note: Booster systems capable of accelerating the Allnut up to Mach 16 and Mach 19 are also rumored to be available/in the works, for correspondingly higher expense, but these systems appear to currently be available only to PS/GNE/ASI insiders.
*Light Boosters ---These are smaller drive booster units that can be fitted to the rear/bottom of any standard module without affecting its function. They don’t offer the same kick of raw speed as the HDBs, but they can still give the ship a significant improvement in speed.
Speed: Improve atmospheric and sublight speed by 20%
Cost: 8 million credits
*Fighter Cradle---This module mounts a shell of light armor over a framework of docking armatures and system hookups, allowing the forward point to hold a single aerospace fighter, combat robot, or small shuttle. The protective ‘hangar shell’ provides 800 MDC.
Cost: 800,000 credits
* Recon Pod---No armaments, but this module package is crammed to the gills with long range military sensor equipment, including lidar, terrain mapping radar, EW detection/locator gear, gravitic sensors(8,000 mile range).
Cost: 6 million credits, plus extra for any specifically specialized sensor types.
*Long Range Sensor Pod---This module typically has a bulbous nose protruding well ahead of the rest of the ship, and holds gravitic sensors capable of detecting normal drive activity at 1 million miles away and FTL drive activity up to 18 light years away. Cost: 18 million credits.
* EW Pod--A powerful version of fighter onboard ECM systems, intended to provide wide area sensor jamming for squadrons or defense grid penetrations. This pod has provision for a three man EW operations crew
Effects:(Jamming) Jams civilian band communications with 90% effectiveness, military systems with 75% effectiveness. Enemy radar- and laser-guided weaponry is -4 to strike
(Cloaking) 95% chance of evading sensor detection to everything in the area of effect. All weapons fired at the craft in the cloaked field are -5 to hit
Range:(Jamming)800 miles
(Cloaking)1,000 ft radius
Cost: 85 million credits, and ONLY to approved customers
* Forcefield Generator Pod--A more powerful forcefield generator that produces a battlescreen of 3,000 per side (18,000 total) MDC strength(regenerates at 5% per melee)
Cost: 9 million credits
**Weapons Pods:
These pods typically have their own onboard power system, as well as targeting systems, though they can be tied to the ship’s own power grid and sensor suites.
* Missile Pod Type A-Carries 150 short range missiles(SRMs)(Volleys of 1-15)
Cost: 12.4 million credits, plus cost of the ordnance
* Missile Pod Type B-Carries 80 medium range missiles(MRMs)(Volleys of 1-10)
Cost: 12 million credits, plus cost of the ordnance
* Missile Pod Type C--Carries 20 long range missiles(LRMs)(Volleys of 1-5)
Cost: 30 million credits, plus cost of the ordnance
* Missile Pod Type D---Carries 10 cruise missiles(Volleys of 1-2)
Cost: 32 million credits, plus cost of the ordnance
*Special Weapons Pod(Exclusive to Paladin Steel/Aegis Stellar Industries)---This allows the Allnut to carry and deploy a single Long Lance III or IV Heavy Nuclear Missile.
*Special Spacial Demolitions Pod(aka ‘Rock Buster’)----This is a variable-mode heavy shaped-charge plasma-nuclear warhead meant for destroying rogue asteroids and comets, or at least pushing them on new and harmless courses. The demolition payload is mounted on a thruster-equipped ‘bus’ that is docked to the SunChaser’s pod-mount, and deployed when within suitable range of the target. Depending on the type of target, if the target asteroid is relatively ‘soft’ and easily broken up, the warhead will maneuver to direct the plasma jet produced upon detonation so as to carve the asteroid apart. If the asteroid is too large or solid for this to be effective, the warhead will be maneuvered and oriented so as to provide a powerful boost, ideally pushing the target on a new trajectory.
The maneuvering ‘bus’ is too slow(about Mach 3 at maximum burn) to make it an effective weapon against other spacecraft(too easily spotted and shot down/evaded), though it could conceivably be used against a spacestation or already crippled vessel.
Range: Typically deployed from about 200 to 1,000 miles away from the target.
Damage: 1d6x1,000 MD to a 200 ft wide, 5,000 ft long, area
* Cannon Pod Type A---Mounts a high power gauss cannon
Range:(Palladium) 5 miles in atmosphere, 10 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space
Damage: 6d6x10 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 10,000 rds(500 bursts)
Cost: 3.6 million credits
* Cannon Pod Type B---Mounts a slightly less powerful rail cannon and 16 MRMs(or 32 SRMs) behind it.
Range:(Gauss Cannon)(Palladium) 6,000 ft in atmosphere, 4 miles in space
(Kitsune Values)4 miles in atmosphere. 4,000 miles in space
(Missiles) Varies by Missile Type(x4 in space)
(Kitsune Values: SRMs: 10 miles in atmosphere, 500 miles in space.
MRMs: 160 miles in an atmosphere and 80,000 miles in space.)
Damage: (Gauss Cannon)4d6x10 MD per 20 rd burst
(Missiles) Varies by Missile Type
Rate of Fire:(Gauss Cannon) ECHH
(Missiles) Volleys of 1,2,4, or 8
Payload:(Gauss Cannon) 1,000 rd drum(500 bursts)
(Missiles)16 MRMs OR 32 SRMs
Cost: 2.8 million credits, plus cost of the ordnance
*Cannon Pod Type C---Mounts a double-mount heavy kinetic kill weapon of the type already deployed as a secondary armament on many PS/ASI capital ships. Known as the ‘A-1000’, ‘Triple-Ugly-Stick’, ‘Sword-Swallower’, and ‘Triple-Hammer’, this weapon pod’s mounting means the entire ship has to be pointed to fire it. Its recoil-vibration back into the structure of the Allnut requires extra care to piloting and programming the maneuvering thrusters to compensate for the weapon when firing; otherwise it will impose a -10% to piloting rolls the melee round the weapon is being fired. Double these penalties if TWO such weapons pods are mounted.
Range: (Palladium) 10 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst,
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon
Cost: 20 million credits
* Energy Weapon Pod Type A---Mounts a high powered laser cannon. This is an extremely powerful weapon, but its power and range are offset by its slow rate of fire.
Range: (Palladium)8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited
Cost: 60 million credits
* Energy Weapon Pod Type B---Mounts a more powerful x-ray laser cannon that can punch through laser-ablative/reflective armors
Range:(Palladium)9 miles in atmosphere, 18 miles in space
(Kitsune Values: 18 miles in atmosphere, 18,000 miles in space)
Damage: 3d6x100 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 75 million credits
* Energy Weapon Pod Type C---Mounts a high powered Ion Destabilizer cannon
Range:(Palladium)5 miles in atmosphere,10 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space Damage: 1d4x100 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively Unlimited
Cost: 60 million credits
* Energy Weapon Pod Type D---Mounts a high powered Particle Beam Cannon. Like the “Energy-A” configuration, this pod’s power is offset by a slow rate of fire, and greater expense.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited
Cost: 50 million credits
* Energy Weapon Pod Type E---Mounts a high powered Plasma Torpedo Launcher
Range: (Palladium)10 miles in atmosphere, 20 miles in space
(Kitsune) 20 miles in atmosphere, 20,000 miles in space
Damage: 2d4x100 MD to a 120 ft diameter blast radius
Energy ‘torpedo’ has a disruption MDC of 50
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 55 million credits